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arcana75

Joined: 02 Dec 2003 Posts: 2154 on topic

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fud
Joined: 25 Jan 2006 Posts: 6976 on topic Location: IN, USA

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Posted: Tue, 21. Nov 06, 14:50 Post subject: |
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Heh heh, editing Jobs is rather fun, and makes for an interesting game. Pirates now have M6s, and TLs. Police patrols have also gotten some extra grunt with M6s. I've also given pirates all race ships and their respective variants (M3/4/5). So there's Pirate Mambas, Pirate Baracuda Sentinels, Pirate Jaguars, etc. Even saw a Nemesis Raider once.
It is quite a lot more fun flying into a pirate sector, and seeing a patrol with pirate dragons, pirate mambas, and pirate elephants.
I gave weapon dealers M6s as well, I thought it seemed appropriate.
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arcana75

Joined: 02 Dec 2003 Posts: 2154 on topic

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fud
Joined: 25 Jan 2006 Posts: 6976 on topic Location: IN, USA

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Posted: Tue, 21. Nov 06, 15:52 Post subject: |
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Pretty cool to see a Yaki Nova Raider too. 
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Vanel
Joined: 26 Dec 2005 Posts: 71 on topic

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Posted: Thu, 21. Dec 06, 15:19 Post subject: |
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Do I need a fresh start with this or will it remove this stuff from my save game?
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Cycrow Moderator


Joined: 15 Nov 2004 Posts: 17169 on topic Location: Leamington Spa, England

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Posted: Thu, 21. Dec 06, 15:30 Post subject: |
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it wont remove the stuff from your save game, but it will work.
u'll just end up with some blank entries for ships, but they will dissapear over time
_________________ My Scripts | MY X3TC Scripts | X3 Plugin Manager | Custom Gui |
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Kaze
Joined: 08 Dec 2004 Posts: 62 on topic

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Posted: Thu, 21. Dec 06, 15:43 Post subject: |
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You updated it just like I asked =)
You are my personal hero for today! 
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fud
Joined: 25 Jan 2006 Posts: 6976 on topic Location: IN, USA

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Posted: Thu, 21. Dec 06, 15:45 Post subject: |
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That reminds me, I think I'll add TLs to pirate patrols...
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Schabernack
Joined: 18 Apr 2007
Location: Nürnberg
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Posted: Wed, 25. Apr 07, 02:31 Post subject: |
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Is this mod compatible with the newest official patch and bonus package?
If i uninstall it are the taxis there again?
i dont no where i've seen it, but there was a mod/script which only reduced the civ/taxi ships to 50%, would it make sence to make a scalable version or is it not worth the effort?
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arcana75

Joined: 02 Dec 2003 Posts: 2154 on topic

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Posted: Wed, 25. Apr 07, 03:30 Post subject: |
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Here's a full explanation of how this mod works for existing savegames:
1) When u first install the mod and load ur game, nothing happens.
2) Over time, civilian ships and taxis begin to reduce in number, until they are all gone. Note only Civilian ships and Taxis are affected. Special ships like Archeology Ship, Hospital Ship, etc aren't.
3) If u remove the mod and load ur game, nothing happens.
4) Over time, civilian ships and taxis begin to increase in number, until they are fully populated.
For new games, the game starts sans civies and taxis. If the mod is removed later, they are gradually reintroduced.
This mod is compatible with all patches if it's installed after the patches. It's a mod so it doesn't affect scripts that don't use the Jobs file. For example, I haven't looked but I'm not sure if it'll affect the Taxi mission script available in this forum.
I might add back taxis later...
_________________ Nanite Hull Repair, Resource-Free Factory, Collect Wares Mk 2, Remove Products from Docks, Hack Station |
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Schabernack
Joined: 18 Apr 2007
Location: Nürnberg
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Posted: Wed, 25. Apr 07, 12:35 Post subject: |
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i think there wouldnt be a problem to install it as false patch either?
As long as there is no other script editing the job.txt?
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KanineLupus

Joined: 08 Mar 2005 Posts: 588 on topic Location: 'I come from a land Down-under....' And no it AINT Kiwi-Land!!

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Posted: Wed, 25. Apr 07, 16:38 Post subject: |
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I have to ask this ....WHY?? Taxi's and civy ships make for good capping fodder and thus nice pocket change (or in the case of TL's/TS's - free Uni-traders). Why on earth would you want to get rid of them??
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BlackRazor Moderator


Joined: 20 Apr 2004 Posts: 4619 on topic Location: Milano, Italia

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Posted: Wed, 25. Apr 07, 21:10 Post subject: |
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| crayolakidd wrote: |
| I have to ask this ....WHY?? Taxi's and civy ships make for good capping fodder and thus nice pocket change (or in the case of TL's/TS's - free Uni-traders). Why on earth would you want to get rid of them?? |
I can think about two reasons:
1) To improve performance
2) Because these ships sometimes dock at stations and if all stations clamps are occupied you cannot dock and you have to wait for one of the civilians to depart.
_________________ "For the love of the Fish-Queen!" |
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arcana75

Joined: 02 Dec 2003 Posts: 2154 on topic

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agleave
Joined: 24 Nov 2005 Posts: 125 on topic

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Posted: Thu, 26. Apr 07, 07:07 Post subject: |
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| arcana75 wrote: |
| crayolakidd wrote: |
| I have to ask this ....WHY?? Taxi's and civy ships make for good capping fodder and thus nice pocket change (or in the case of TL's/TS's - free Uni-traders). Why on earth would you want to get rid of them?? |
If u want them, don't use the mod, simple.
Others want performance and don't miss them. |
That is for sure! Other than the bonus of extra performance, the save game file size is less too.
AG
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